REVIEWED: long long usage in all raylib, minimize

REVIEWED: Using `long long` format instead of `long long int`, more consistent with the `short` alternative for smaller `int`, instead of `short int`
This commit is contained in:
Ray 2026-05-08 22:59:55 +02:00
commit b2ea5eae5e

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@ -3647,7 +3647,7 @@ void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_ARB; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_ARB; break;
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_ARB; break;
#else // defined(GRAPHICS_API_OPENGL_ES2)
#else // GRAPHICS_API_OPENGL_ES2
case RL_PIXELFORMAT_UNCOMPRESSED_R16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_LUMINANCE; *glFormat = GL_LUMINANCE; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGB; *glFormat = GL_RGB; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float
case RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: if (RLGL.ExtSupported.texFloat16) *glInternalFormat = GL_RGBA; *glFormat = GL_RGBA; *glType = GL_HALF_FLOAT_OES; break; // NOTE: Requires extension OES_texture_half_float